Can you melee armadyl eoc
This means that melee in general is very effective against them, and they're especially weak against slash attacks- but crush and stab work fine. That being said, you can barely hit scratch them with mage. The same applies to your own character. You can no longer melee in d'hide.
Boots and gloves don't seem to have a huge effect though. These last 2 points are why you should exploit the weakness of the monster. If you're fighting Dark Beasts which mage you now , and show a weakness to range, and you decide to melee, well you'll notice 2 things. One is that you can barely hit. Two is that the magic damage really adds up now because of your armour.
A way around this last part is by wearing Hybrid gear, such as the Warpriest of Armadyl gear obtainable as a drop from Aviansies and other creatures in the GWD. Oh, and you should definately get a Royal C'bow. Ammo is very cheap, costs just over 1M to make, and it outhits CCB. And one final thing- Use abilities as often as you can. Same with arrows in range. Well I just explained almost everything there is to know about the EOC to you. Maybe I should write a guide about this. If you got a lv 80 ranged wep and a lvl 80 melee weapon as your highest tier weapons, use the weapon which the monster is weakest too according to combat triangle.
I think people should only go for the lv 90 stuff if they've got cash to burn. Up to you though. The compatibility thing has been removed.
If you use level 80 royal bolts with lv 70 crossbow, the bolts will have a damage cap as if they were level 70 bolts. If you have a level 60offhand bow, the mainhand bow will cap at lv 70 bolt damage and the offhand bow will cap at level 60 damage. But yeah, I just buy Royals because they are cheapest so it doesn't really matter either way. I tested this on beta, when you die, they don't actually lose charge either which is an added bonus.
Its more about accuracy and base damage than critical values. So, for instance, a fire cape isn't as good as say a skillcape IMO.
You need to be a member in order to leave a comment. Sign up for a new account in our community. It's easy! Already have an account? Sign in here. I highly suggest that all players focus on killing the adds as soon as they spawn. During the fight, the KK has a chance to put on a "shield" that gives it a special ability. There are two shields the KK may use against you.
The green shield heals the KK for all incoming damage. As soon as you see a green shield around the KK, you should stop attacking immediately. There is no way to deal damage through this shield, so attacking it is only unhelpful.
Note that the KK may still use his green special attack while he has this shield. The red shield heals the KK for all inflicted damage. This is like an upgraded version of the Soul Split curse available to players. You can still hit through this shield, so there is no need to stop attacking the KK. There is really nothing you can do to stop it from healing from its hits; just make sure you have the appropriate prayer on to reduce damage. Once inside, you should be able to run directly east from the entrance and take the tunnel directly to the KK entrance.
If not, run all the way around the south bend to the entrance to the north. Don't forget to unblock the tunnel! Tank: Turn incite on. This makes you the primary target of the KK by increasing the likelihood that your attacks will provoke him.
HV: Make sure you are on the Lunar spellbook. I can't tell you how many times I've started a fight and realized I couldn't cast Heal Other. DPS: Check if you have the proper runes and ammunition for your weapons. The first time I tried BM, I forgot to bring arrows. Once starting the fight, the tank should immediately Provoke the KK. Leash the KK to the EAST side of the room, effectively bringing the team away from the majority of the adds who will spawn.
When the KK digs or charges you, run north and south on the east wall. You pretty much just want to disregard western movement: pretend you're the Native Americans who don't want the white people to take their land. If this is done correctly, you will take minimal damage from the adds during the fight. As you stay on the east side, also make sure you are not directly between the KK and the wall.
If you are too close, KK will skip his charge and instead directly deal the charge damage, effectively hitting over Provoke any time he switches targets. Try not to unnecessarily provoke, as this may leave you on cooldown if it actually does switch.
Some tanks elect to use defensive abilities often. Equip a shield every once in a while to use abilities such as Resonance, Debilitate, Reflect, Devotion, and Barricade to minimize damage and heal yourself.
On ranged and melee phase, watch out for bleeds. It looks like an eye or an explosion, respectively. When the fight starts, you have a good couple of seconds before you really have to do anything important. If the KK spawns in magic phase, switch to your ranged weapon and just deal damage. If the KK spawns in ranged or melee phase, you will have to HV soon.
You can follow the move sequence provided above, or just look for the obvious glowing of the KK and the following change of your tank turning green. You should be able to do this in about three seconds. If you take too long, your resonance will be late and you will take the damage and probably die. Your resonance should cooldown and the KK may change phases.
Once you reach the minion phase, you should try to kill them as fast as possible. If the tank follows the east side tip, you will have to deal with only a fraction of them. It's hard to provide your team with free heals if you only have to give.
Don't be selfish with your food either; you're getting healed to full every minute or so. This, again, is the easiest, most straightforward role. You literally just have to do damage to the KK. Switch prayers and gear properly according to the phase you are on. Do not provoke the KK unless the tank dies and you have to take over that role.
If you are switching to magic for melee phase, use Soul Split and Sunshine to maximise damage and health. You will take very little damage from this phase since you will be standing far away so the KK doesn't switch to you. On ranged phase, use Berserk as soon as possible to maximise damage. I probably would continue protecting against ranged rather than use Soul Split because you will take a lot of damage since damage taken is also increased with Berserk.
On magic phase, just deal as much damage as possible without getting hit by the balls. Existing user? Or sign in with one of these services Login with Discord. Sign in with Google. Sign in with Twitch. Followers 0. I wanted to get your quick suggestions, just to start off in the right direction. I'm basically using t75 gear atm, with some t80 weapons: Glaives for range and Cywir wand and orb for mage.
I have fury blades for melee, but using my sunspear for 2-handed. I'm not doing any serious bossing, nor have I taken specific time yet to work on technique. I've been thinking of practicing very basic stuff with Vindicta and also with Helwyr. However to do this more consistently and in a more cost-effective manner, I figured to get my gear to t80 as well.
However I can imagine there is a bit of a ladder in all this. Like, I'm thinking start with Gwd2 bosses, and then work on x-technique in preparation for the next tier boss. I've also never done any Elite Dungeons, if that means anything. There are also ability bars as well as keybind set-ups and preferred interface display set-ups. I am very open to your suggestions. Thanks for your help folks, and cheers. T80 armour and t90 weapons can take you pretty much everywhere as well. Always try and prioritize buying better weapons over better armour.
And once you get to t80 all armour, you can quite literally use that armour for everything. You can then try harder things as you feel comfortable such as Nex and Araxxi.
Doing good dps is also very important for all bosses. And having a good ability rotation will really help in killing bosses faster and easier. What even is t75 gear. I think anima core of seren and zamorak for mage and ranged respectively are cheaper than virtus and pernix, again respectively. Eventually you might want the virtus and pernix but if money is tight then can stick with anima core. For helm, zuriel's hood or morrigan's coif for mage or range respectively or virtus or pernix is good.
Boots are not important, don't be like poor people and wear "J's on your feet". Silverhawk boots work fine. Maybe get elite ranger boots and blast diffusion boots when nothing else to spend money on. Masterwork and trimmed masterwork?
Weapon dragon rider lance or Masuta's warspear if really poor until scythe, any staff until nox use air surge at all times , shadow glaives work until ascensions use ruby bakriminel bolts e at all times if you have crossbows. Also use supreme or elder overloads, the dps boost per gp spent is good. Don't be some lame fuck using holy overloads at bosses.
You can learn PvM stuff at any boss or even at no boss at all. You don't really learn a boss so much as you learn how to do combat.
Master yourself, master the enemy. GW2 and ED might challenge you enough to want to improve. Keybinds and interface don't matter, whatever works for you. My interface has the bars in separate parts of the screen so that I can look at a particular part of the screen to look for information and quickly find it. This is not popular, apparently a lot of people like to stack their bars together.
I don't need to process all of the information at once. Action bar doesn't matter if you use manual but you probably shouldn't use manual since you can manually do things while on revolution. You don't "turn on" manual, you "turn off" revolution.
No matter how you arrange your bar, you can't get past the fact that ranged revo only has Needle Strike or Dazing Shot if 2h , Snipe, Corruption Shot, and Fragmentation Shot before all other abilities suck ass.
Melee doesn't suck as much ass but it just has Cleave Decimate if dual wield , Sever, Smash, and Slice before all others suck ass can add Greater Fury in there if you buy it - don't revo regular Fury but do revo Greater Fury. Inside those ultimates use adrenaline potion and use the major thresholds, Wild Magic and Asphyxiate for magic, Snap Shot and Rapid Fire for ranged, Assault and Hurricane Destroy if dual wield for melee.
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